Abilities Lacking late game

Every time I come to the end of a game it seems my normal attack is doing so much damage so quickly it leaves most of my abilities obsolete. So I tried only getting the very best of every demigods skills (1 or 2 only) then switching to the +ability skill and it seems to be way more effective than leveling properly. So my suggestion is to have skills be synergistic to your 'stats' so they scale more late game. Probably early for balance suggestions, just wanted to get others opinions. (tried searching for this but it's a vague topic. Sorry if it's a dupe/has been addressed, feel free to delete/move if it is)

1,613 views 8 replies
Reply #1 Top

i do believe there's something planned to deal with this. however, currently it is an issue.

 

let us wait and see what Tyo is cooking up...

Reply #2 Top

A cool idea to have abilities scale would be to have spells use a certain % of your mana pool.  The amount of mana they use determines their strength.  For instance fireball might use 15% of your mana and do 3/4/5 damage per mana point used.  This means with a 1000 mana the level 3 spell would do 750 damage.  At 2000 mana it would do 1500 etc...  The numbers I put were probably too strong but you get the idea.  This would lead spell casters to buy more actually mana items.  Rook's boulder throw could rely on his health and Regulus's snipe could depend on his attack speed/damage.

Reply #3 Top

Well the most simple solution would be that the skills deal damage on top of their normal auto attack damage.

Reply #4 Top

Quoting Brentmeisterr, reply 2
A cool idea to have abilities scale would be to have spells use a certain % of your mana pool.  The amount of mana they use determines their strength.  For instance fireball might use 15% of your mana and do 3/4/5 damage per mana point used.  This means with a 1000 mana the level 3 spell would do 750 damage.  At 2000 mana it would do 1500 etc...  The numbers I put were probably too strong but you get the idea.  This would lead spell casters to buy more actually mana items.  Rook's boulder throw could rely on his health and Regulus's snipe could depend on his attack speed/damage.
End of Brentmeisterr's quote

 

Tyo already said that abilities, at least many of them, will scale based on your level equipment or something like that.

Reply #5 Top

I think we'll probably see some DnD-like skills, with X base damage + Y damage per character level

Reply #6 Top

I thought I was the only one entirely irritated by this.  I was just about to start a thread about how when playing as regulus with the gloves that give a major attack bonus, I can do more damage with normal attack than with his snipe ability.  My solution is:

 

Regulus Snipe DMG=Base DMG + Snipe DMG

 

Thjis may seem over powered but the rook is hard to take down in lvl 15+ with snipe.

Reply #7 Top

rook dmg+smash smg= rook smash dmg

that sounds alot more deadly tho

Reply #8 Top

that is why the numbers are not fixed and open to change